rasterizer.rst revision 848b8605
1.. _rasterizer:
2
3Rasterizer
4==========
5
6The rasterizer state controls the rendering of points, lines and triangles.
7Attributes include polygon culling state, line width, line stipple,
8multisample state, scissoring and flat/smooth shading.
9
10Linkage
11
12clamp_vertex_color
13^^^^^^^^^^^^^^^^^^
14
15If set, TGSI_SEMANTIC_COLOR registers are clamped to the [0, 1] range after
16the execution of the vertex shader, before being passed to the geometry
17shader or fragment shader.
18
19OpenGL: glClampColor(GL_CLAMP_VERTEX_COLOR) in GL 3.0 or GL_ARB_color_buffer_float
20
21D3D11: seems always disabled
22
23Note the PIPE_CAP_VERTEX_COLOR_CLAMPED query indicates whether or not the
24driver supports this control.  If it's not supported, the state tracker may
25have to insert extra clamping code.
26
27
28clamp_fragment_color
29^^^^^^^^^^^^^^^^^^^^
30
31Controls whether TGSI_SEMANTIC_COLOR outputs of the fragment shader
32are clamped to [0, 1].
33
34OpenGL: glClampColor(GL_CLAMP_FRAGMENT_COLOR) in GL 3.0 or ARB_color_buffer_float
35
36D3D11: seems always disabled
37
38Note the PIPE_CAP_FRAGMENT_COLOR_CLAMPED query indicates whether or not the
39driver supports this control.  If it's not supported, the state tracker may
40have to insert extra clamping code.
41
42
43Shading
44-------
45
46flatshade
47^^^^^^^^^
48
49If set, the provoking vertex of each polygon is used to determine the color
50of the entire polygon.  If not set, fragment colors will be interpolated
51between the vertex colors.
52
53The actual interpolated shading algorithm is obviously
54implementation-dependent, but will usually be Gourard for most hardware.
55
56.. note::
57
58    This is separate from the fragment shader input attributes
59    CONSTANT, LINEAR and PERSPECTIVE. The flatshade state is needed at
60    clipping time to determine how to set the color of new vertices.
61
62    :ref:`Draw` can implement flat shading by copying the provoking vertex
63    color to all the other vertices in the primitive.
64
65flatshade_first
66^^^^^^^^^^^^^^^
67
68Whether the first vertex should be the provoking vertex, for most primitives.
69If not set, the last vertex is the provoking vertex.
70
71There are a few important exceptions to the specification of this rule.
72
73* ``PIPE_PRIMITIVE_POLYGON``: The provoking vertex is always the first
74  vertex. If the caller wishes to change the provoking vertex, they merely
75  need to rotate the vertices themselves.
76* ``PIPE_PRIMITIVE_QUAD``, ``PIPE_PRIMITIVE_QUAD_STRIP``: The option only has
77  an effect if ``PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION`` is true.
78  If it is not, the provoking vertex is always the last vertex.
79* ``PIPE_PRIMITIVE_TRIANGLE_FAN``: When set, the provoking vertex is the
80  second vertex, not the first. This permits each segment of the fan to have
81  a different color.
82
83Polygons
84--------
85
86light_twoside
87^^^^^^^^^^^^^
88
89If set, there are per-vertex back-facing colors.  The hardware
90(perhaps assisted by :ref:`Draw`) should be set up to use this state
91along with the front/back information to set the final vertex colors
92prior to rasterization.
93
94The frontface vertex shader color output is marked with TGSI semantic
95COLOR[0], and backface COLOR[1].
96
97front_ccw
98    Indicates whether the window order of front-facing polygons is
99    counter-clockwise (TRUE) or clockwise (FALSE).
100
101cull_mode
102    Indicates which faces of polygons to cull, either PIPE_FACE_NONE
103    (cull no polygons), PIPE_FACE_FRONT (cull front-facing polygons),
104    PIPE_FACE_BACK (cull back-facing polygons), or
105    PIPE_FACE_FRONT_AND_BACK (cull all polygons).
106
107fill_front
108    Indicates how to fill front-facing polygons, either
109    PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
110    PIPE_POLYGON_MODE_POINT.
111fill_back
112    Indicates how to fill back-facing polygons, either
113    PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
114    PIPE_POLYGON_MODE_POINT.
115
116poly_stipple_enable
117    Whether polygon stippling is enabled.
118poly_smooth
119    Controls OpenGL-style polygon smoothing/antialiasing
120
121offset_point
122    If set, point-filled polygons will have polygon offset factors applied
123offset_line
124    If set, line-filled polygons will have polygon offset factors applied
125offset_tri
126    If set, filled polygons will have polygon offset factors applied
127
128offset_units
129    Specifies the polygon offset bias
130offset_scale
131    Specifies the polygon offset scale
132offset_clamp
133    Upper (if > 0) or lower (if < 0) bound on the polygon offset result
134
135
136
137Lines
138-----
139
140line_width
141    The width of lines.
142line_smooth
143    Whether lines should be smoothed. Line smoothing is simply anti-aliasing.
144line_stipple_enable
145    Whether line stippling is enabled.
146line_stipple_pattern
147    16-bit bitfield of on/off flags, used to pattern the line stipple.
148line_stipple_factor
149    When drawing a stippled line, each bit in the stipple pattern is
150    repeated N times, where N = line_stipple_factor + 1.
151line_last_pixel
152    Controls whether the last pixel in a line is drawn or not.  OpenGL
153    omits the last pixel to avoid double-drawing pixels at the ends of lines
154    when drawing connected lines.
155
156
157Points
158------
159
160sprite_coord_enable
161^^^^^^^^^^^^^^^^^^^
162The effect of this state depends on PIPE_CAP_TGSI_TEXCOORD !
163
164Controls automatic texture coordinate generation for rendering sprite points.
165
166If PIPE_CAP_TGSI_TEXCOORD is false:
167When bit k in the sprite_coord_enable bitfield is set, then generic
168input k to the fragment shader will get an automatically computed
169texture coordinate.
170
171If PIPE_CAP_TGSI_TEXCOORD is true:
172The bitfield refers to inputs with TEXCOORD semantic instead of generic inputs.
173
174The texture coordinate will be of the form (s, t, 0, 1) where s varies
175from 0 to 1 from left to right while t varies from 0 to 1 according to
176the state of 'sprite_coord_mode' (see below).
177
178If any bit is set, then point_smooth MUST be disabled (there are no
179round sprites) and point_quad_rasterization MUST be true (sprites are
180always rasterized as quads).  Any mismatch between these states should
181be considered a bug in the state-tracker.
182
183This feature is implemented in the :ref:`Draw` module but may also be
184implemented natively by GPUs or implemented with a geometry shader.
185
186
187sprite_coord_mode
188^^^^^^^^^^^^^^^^^
189
190Specifies how the value for each shader output should be computed when drawing
191point sprites. For PIPE_SPRITE_COORD_LOWER_LEFT, the lower-left vertex will
192have coordinates (0,0,0,1). For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left
193vertex will have coordinates (0,0,0,1).
194This state is used by :ref:`Draw` to generate texcoords.
195
196
197point_quad_rasterization
198^^^^^^^^^^^^^^^^^^^^^^^^
199
200Determines if points should be rasterized according to quad or point
201rasterization rules.
202
203(Legacy-only) OpenGL actually has quite different rasterization rules
204for points and point sprites - hence this indicates if points should be
205rasterized as points or according to point sprite (which decomposes them
206into quads, basically) rules. Newer GL versions no longer support the old
207point rules at all.
208
209Additionally Direct3D will always use quad rasterization rules for
210points, regardless of whether point sprites are enabled or not.
211
212If this state is enabled, point smoothing and antialiasing are
213disabled. If it is disabled, point sprite coordinates are not
214generated.
215
216.. note::
217
218   Some renderers always internally translate points into quads; this state
219   still affects those renderers by overriding other rasterization state.
220
221point_tri_clip
222    Determines if clipping of points should happen after they are converted
223    to "rectangles" (required by d3d) or before (required by OpenGL, though
224    this rule is ignored by some IHVs).
225    It is not valid to set this to enabled but have point_quad_rasterization
226    disabled.
227point_smooth
228    Whether points should be smoothed. Point smoothing turns rectangular
229    points into circles or ovals.
230point_size_per_vertex
231    Whether the vertex shader is expected to have a point size output.
232    Undefined behaviour is permitted if there is disagreement between
233    this flag and the actual bound shader.
234point_size
235    The size of points, if not specified per-vertex.
236
237
238
239Other Members
240-------------
241
242scissor
243    Whether the scissor test is enabled.
244
245multisample
246    Whether :term:`MSAA` is enabled.
247
248half_pixel_center
249    When true, the rasterizer should use (0.5, 0.5) pixel centers for
250    determining pixel ownership (e.g, OpenGL, D3D10 and higher)::
251
252           0 0.5 1
253        0  +-----+
254           |     |
255       0.5 |  X  |
256           |     |
257        1  +-----+
258
259    When false, the rasterizer should use (0, 0) pixel centers for determining
260    pixel ownership (e.g., D3D9 or ealier)::
261
262         -0.5 0 0.5
263      -0.5 +-----+
264           |     |
265        0  |  X  |
266           |     |
267       0.5 +-----+
268
269bottom_edge_rule
270    Determines what happens when a pixel sample lies precisely on a triangle
271    edge.
272
273    When true, a pixel sample is considered to lie inside of a triangle if it
274    lies on the *bottom edge* or *left edge* (e.g., OpenGL drawables)::
275
276        0                    x
277      0 +--------------------->
278        |
279        |  +-------------+
280        |  |             |
281        |  |             |
282        |  |             |
283        |  +=============+
284        |
285      y V
286
287    When false, a pixel sample is considered to lie inside of a triangle if it
288    lies on the *top edge* or *left edge* (e.g., OpenGL FBOs, D3D)::
289
290        0                    x
291      0 +--------------------->
292        |
293        |  +=============+
294        |  |             |
295        |  |             |
296        |  |             |
297        |  +-------------+
298        |
299      y V
300
301    Where:
302     - a *top edge* is an edge that is horizontal and is above the other edges;
303     - a *bottom edge* is an edge that is horizontal and is below the other
304       edges;
305     - a *left edge* is an edge that is not horizontal and is on the left side of
306       the triangle.
307
308    .. note::
309
310        Actually all graphics APIs use a top-left rasterization rule for pixel
311        ownership, but their notion of top varies with the axis origin (which
312        can be either at y = 0 or at y = height).  Gallium instead always
313        assumes that top is always at y=0.
314
315    See also:
316     - http://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx
317     - http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx
318
319clip_halfz
320    When true clip space in the z axis goes from [0..1] (D3D).  When false
321    [-1, 1] (GL)
322
323depth_clip
324    When false, the near and far depth clipping planes of the view volume are
325    disabled and the depth value will be clamped at the per-pixel level, after
326    polygon offset has been applied and before depth testing.
327
328clip_plane_enable
329    For each k in [0, PIPE_MAX_CLIP_PLANES), if bit k of this field is set,
330    clipping half-space k is enabled, if it is clear, it is disabled.
331    The clipping half-spaces are defined either by the user clip planes in
332    ``pipe_clip_state``, or by the clip distance outputs of the shader stage
333    preceding the fragment shader.
334    If any clip distance output is written, those half-spaces for which no
335    clip distance is written count as disabled; i.e. user clip planes and
336    shader clip distances cannot be mixed, and clip distances take precedence.
337